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About this mod

HotKey any key on your keyboard, or controller (with mouse support).
Adds 100 new hotkeys to the game. These can be basic, press and hold, multikeys, or double tap. Equip one item, multiple items, or entire sets. Use cycles, autocasting, chain casting, or drink potions. Tons of features and options.

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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file

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Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets

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The "HotKeys" MCM page now allows you to delete and change hotkey types (Basic, P&H, etc.)

Version 2.2.5

Fixed GameKeys and Shortcuts not loading on startup.

All Hotkeys now refresh everytime you change locations.

Set HotKeys can be viewed and re-mapped via MCM. (Requires SkyUI 3)

Version 2.2.4

Cycles now have a 15 second delay before reverting to the first item.

Reduced the delay before releasing a held game key.

Switched the Menu GameKey On/Off setting in utilities to display its current state.

Journal is now an exception to the menu gamekey setting

You will no longer get stuck in delete key mode if you change the delete key before turning it off.

You can no longer use deletekey to delete gamekeys.

Version 2.2.3

Added the ability to disable GameKeys while in menus, under utilities. This is mainly for the Fully Configurable Controllers setup.

Fixed cycles. They no longer get stuck and skip items they shouldn't.

Increased the efficiency of both sets and cycles.

Slightly decreased the time to unequip powers/shouts

Version 2.2.2

MultiKeys no longer have restrictions. It is up to you to avoid conflicts.

If you run out of hotkeys, a warning will pop-up, then you can continue setting keys. You can only overwrite/delete keys though. If you try to set a new one it will not save.

Fixed press and hold keys being remembered through menus and used when you exit them.

Game keys are now touch sensitive.

Version 2.2.1

GameKeys will still work while in menus.

GameKeys will work when setting hotkeys.

Changed DeleteKeys Messageboxes to notification.

Version 2.2.0

Added the ability to map game function to hotkeys of this mod (Sheath with press and hold etc.) These are called GameKeys and do not include keys that are press sensitive (Shout, Sprint, etc)

Added the ability to set the three diferent kinds of hotkeys with a hotkey. Called Setup Basic, Setup P&H, and Setup MultiKeys, located under Shortcuts.

Added a toggling deletekey. While on pressing a hotkey as you would use it will delete it. Located Under Shortcuts.

Added a toggling clearkey. While on pressing an key will delete all hotkeys associated with it. Located Under Shortcuts.

Moved the MenuKey to shortcuts.

Removed QuickKey.

GameKeys use a deticated monitor so that they can function while other hotkeys are being used (ex. crouch/uncrouch in the middle of an autocast).

Increased some wait times during loops. This will prevent some crashes and hangups in the scripts. Especially during times when other scripts are also looping.

Improved the method to differentiate between basic, P&H, and multikeys. This really helps when using keys you press alot like sprint or movement keys.

Tweaked some things with how menus are detected.

Improved the function of sets. They operate much cleaner and should have less errors.

Cycles now work more intelligently. If you equip an item in a cycle and it is already equipped it will skip to the next item in the cycle.

Increase the max amount of hotkeys to 100.

Other various tweaks to improve stability and response time.

Controller users can now fully configure there controller minus Sprint, Shout, and Left/Right Attack. This requires some setup so please download the appropriate control map and read the directions on the frontpage.

If using a keyboard. After setting up a GameKey with this mod you can then go to Skyrims's Control Menu and move that key to one out of the way.

Version 2.1.5

Implemented a new way to check if you are in a menu. This eliminates a few bugs while in menus and slightly increases the speed to activate a key.

Eliminated the "Working.." period when setting up hotkeys. There is no more delay.

Fixed the ControlKey (for controller users) not working when it should cancel a hotkey setup.

Version 2.1.4

You can control spells with the hotkey they are set to. With a focus on long spells and concentration spells. For multi-keys, this will be the first key of the multi-key.

You can hold a key used to cast a spell then releasing it will stop the spell.

You can tap a key to cast a spell (it will automatically cast) then tapping it again will stop it.

Pressing your key assigned to jump will stop a cast also.

You can no longer use hotkeys while in dialogue.

Version 2.1.3

Spells that don't cost magicka will now autocast correctly.

Version 2.1.2

Add some checks and delays to shouts and powers. Should no longer cast the previously equipped shout/power.

Tweaked Set HotKeys List

Version 2.1.1

Shouts and Powers now work with Autocast Unequip.

Add OnPlayerLooadGame to backup the OnInit Event (for loading your HotKeys when you load a save)

The script now actively reads you attack key inputs. This is so that I only need to change your control map to change your attack keys used to autocast.

The control map that comes with the mod has new keys for left and right attack (for autocasting). These keys do not point at any keyboard key.

Version 2.1.0

Added the ControlKey for controller users. It replaces all setup functions (Like backspace, enter, and escape) and also stops spells from autocasting.

Implemented new functions of SKSE 1.6.1

Greatly improved responsiveness of HotKeys

Full controller support

ShoutKey no longer needs to be setup.

Control Maps have been redone. You can set your attack keys in game.

Added CastDelay under settings. Increase this if you have trouble autocasting.

Removed Update under settings. No longer needed.

Added Retry under settings. This is the time to retry equipping an item during setup. (0 disables)

Multi-Keys have been re-worked. The Lite version uses a brand new system.

If you change the key you shout with in the game. You need to go into the hotkey menu for it to update.

Shouts can be set to autocast with one word or all the words

Version 1.2.4

More Auto-Cast tweaks

Version 1.2.3

I spent some time reworking auto-cast. It uses the same method but is in a much more stable layout now. Should fix any problem you were having.

Version 1.2.2

Forgot to assign a variable in the creation kit for potion fix.

Version 1.2.1

User created potion forms were not getting removed correctly. To receive fix you need to set at least one potion hotkey.

Auto-cast would sometimes fire so fast that it registered the previous spell and created problems. This fixes that.

Version 1.2.0

Fixed Ultimate potions not being recognized.

Fixed bound weapons being "remembered" and re-equipped.

Fixed several log errors.

Optimized hotkey activating process for better performance under lag.

Global variable can be adjusted in game. Along with a default and "Fast" setting.

You no longer unequip to an empty hand when using an equipping hotkey. It will remember what was previously equipped.

Added a hotkey that can be set to go straight to the menu, under settings.

You can choose to use stronger or weaker potions first.

Auto-cast is completely revamped (auto-shouting too). Much more reliable and faster.

Using the list hotkeys option, after 15 hotkeys are displayed and you click ok, a new window will pop up.

Version 1.1.0

Adds 15 Cycles and 30 sets. For a total of 20 cycles and 50 sets.

The internal process for storing sets and cycles is completely revamped.

Cycles will equip the first item of the cycle by default. Only after another hotkey of this mod is used.

Entire Sets will only equip what is set up. Everything else will unequip.

Pressing the hotkey for a torch, after it is already equipped, will re-equip a previously equipped spell or shield.

The QuickKey now has a little added functionality for spells.

Version 1.0.4

Fixed an issue that I believe was causing some people to get stuck in a menu. Then using the spell again wouldn't work.

Various script optimizations.

Version 1.0.3

Fixed a typo in the code that was not letting it idle properly

Fixed a problem were spamming a key was calling the function each time.

Fixed an issue where a key was "forgotten" before it could be registered. Making for longer keypress times.

Version 1.0.2

Thanks to a great brain storming session with McGuffin, there is now a more dedicated method to receive your keystrokes.

Added 10 more sets for a total of 20.

Various minor changes.

Version 1.0.1

Potions work for all languages.

Slightly increase MHP_EquipDelay.

Removed the ability to cycle through a HotKey by holding it down.

This mod requires SKSEhttp://skse.silverlock.org/

Some features require SkyUI 3.xhttp://skyrim.nexusmods.com/mods/3863

________________________________________________________________________________________________________________________"This mod is the difference between a dull pocket knife and a perfectly tuned swiss blade, which has everything at your disposal with the press of a button."-dmartinkovics________________________________________________________________________________________________________________________

Please Endorse If You Like It.

READ THIS BEFORE YOU BEGIN!

In order to AutoCast you must use a control map that comes with this mod. Control Maps edit the "hardcoded" keys for your game not in game key bindings. Your in game key bindings will be preserved.

**IMPORTANT** If you use a controller, or shout with a mouse button, you must download the "Controllers and Shout Mouse" control map (To autocast shouts). Also the favorites menu for controller users has been changed to LeftBumper+A.Also, if you wish to keep a custom control map, I have listed the method to convert it to work with my mod. Look for it in the Custom Control Maps section below. I will gladly make a control map for you on request.

All HotKeys are saved to your save file only. So remember to save after you set new HotKeys.

If you start a new game HotKeys will not function until you save and reload.

If you have enchanted two steel swords, this mod cannot tell the difference between the two. One of the swords will not equip. This applies to all items and is a shortcoming of papyrus.

One other flaw associated with papyrus is that user enchanted items will not equip the enchantment. Non user enchanted items will work fine.

Vanilla hotkeys that are set will interfere with these hotkeys. This includes using, for example, Shift+1 with this mod and 1 with vanilla. You can still use 1 - 0 keys but you should not set them as a vanilla hotkey. Some people have had success mixing vanilla hotkeys with these but that is for you to experiment with. I have also included control maps to disable numpad numbers as vanilla hotkeys so you can have access to them while using normal numbers as vanilla hotkeys.

The performance of this mod is dependent on two things, the performance of your cpu and the performance of papyrus. The latter being more important. There are several things you can do to fix any responsiveness issues. Know that the mod is tested on a low powered cpu with a few papyrus dependent mods, where it performs well.

First try moving the mod to the bottom of the load order. This will give it priority that it needs.

Consider lowering the amount of mods that run papyrus scripts during times of need.

Lowering CPU intensive Skyrim setting will allow you to have more cpu available for papyrus.

The Convenient Horses mod comes with a great tool to test how much certain mods are using papyrus resources. By deactivating a mod you can see how much your papyrus latency drops.

Finally there are Skyrim.ini settings that can increase your papyrus resources which are very low by default. Here's a link that discusses the settings that could help you run a lot of papyrus dependent mods.

Read the change log for updates or the F.A.Q. for common problems.

Read the section above? Still have problems?Try this:

Go to Skyrim/Data.

DELETE: SKSE HotKeys.esp

Go to Skyrim/Data/Scripts.

DELETE: HotKeysEffectScript.pex

DELETE: MHP_*.pex (All pex files starting with MHP_)

Go to Steam>Library.

Right click on Skyrim and choose Properties.

Go to Loacal Files and click "Verify Integrity of Game Cache"

Deactivate all Mods and Start Skyrim with the latest SKSE version.

Start a new game.

Once your character is loaded in the open world, make a full save and exit.

Download the latest version of More HotKeys Please and activate it.

Load your save.

Cast the spell and set one hotkey.

Make a full save.

Load the save.

Try out the hotkey you set earlier.

If the mod performs as expected. Repeat the procedure, loading your save instead of making a new save. You only need to deactivate the mods you want to reset. This will also reset your hotkeys used on that save. If you still have problems please let me know.

The objective of this mod is to never have to open a menu for anything that is commonly or rarely used. It should also give you added functionality, that was never possible with vanilla hotkeys. This mod is made for you, so your input is highly valued. Finally I try to make everything as intuitive as possible, but if you have any question I will be happy to answer them. If I get to a point where I am not implementing and bug-fixing I will try to write a suitable manual.

(Category: 120 - UI - Timesavers )

More HotKeys Please + SkyUI3's MCM

A great tutorial on setting up and using the mod using the old menu system. This is focused on the Fully Configurable Controller setup, but most of it applies to any keyboard or controller user. Big thanks to Jyujinkai for making it and please like it on YoutTube.

INSTALLATION

Have the latest SKSE version. (1.6.4)

Install using NMM.

If you use a controller, or shout with a mouse button, you must download the "Controllers and Shout Mouse" control map.

If you change from Lite to the full version, or viceversa, you will need a clean save.

INSTRUCTIONS

Cast the Setup HotKeys illusion spell.

Prompts will direct you.

If you wish to overwrite/delete a HotKey. Use the Setup HotKey spell. Choose the basic option. Press the key in question, a prompt will ask you to delete or overwrite the key. You can also delete all hotkeys under the Utilities section. NEW the DeleteKey or ClearKey under shortcuts can be truned on/off. While on the dletekey will delete hotkeys you activate, while the clear key will delete any hotkeys associated with the button you press.

Autocast spell can be controlled by holding the hotkey then releasing it to stop. Or you can tap the hotkey, then tap it again to stop it. You can also stop an autocast by pressing your Jump key.

The favorites menu for controller users has been changed to LeftBumper+A.

When cancelling a hotkey setup you may need to hold escape into then again out of the main skyrim menu.

After setting up a GameKey with this mod you can then go to Skyrims's Control Menu and move that key to one out of the way.

One important note. While having a key set to a basic and press and hold hotkey. The basic key will operate with a 1/10 second delay. Unnoticeable in most cases, unless used on something like the Jump GameKey. Deleting a press and hold association will eliminate the delay.

WHATS INCLUDED

Hotkey just about anything that can be equipped. (Spells, Weapons, Armor, Shouts, Powers, Torches, etc.)

100 hotkey slots, 10 cycles, and 30 sets can be used.

MutiKeys such as (Shift + x).

Press and Hold Keys

Double Tap Keys

GameKeys to replace game functions such as Sheath, Sneak, etc.

Various Shortcuts to speed up setting and deleting hotkeys.

You can choose which hand you would like as default for spells. (Right, Left, Both)

Hotkey Auto Casting. With Re-Equipping or Un-Equipping. (Left, Right and Dual Cast)

20 Cycling keys that can cycle up to 11 items or sets.

Equip Single Items, Multiple Items, or Entire Sets to any Hotkey or Cycle.

Chain Cast by creating a Cycle with Auto Casting.

HotKey Restore Health, Stamina, and Magicka Potions.

An Un-equip HotKey under utilities. It will un-equip your left then right hand.

An option to clear all HotKey data under utilities.

A list of set keys under utilities.

New MCM menu system for much easier and convenient HotKey setup.

CHANGES IN LITE VERSION

3 cycles, and 12 sets can be used.

MutiKeys can only use one of two modifiers.

No AutoCasting

No Potions

No UnEquipKey

No Double Tap

No GameKeys

No Shortcuts

No MCM

AUTOCASTING

With this mod you can automatically equip and cast a spell. The way in which it functions is very flexible. There are two basic ways to autocast, Automatic and Controlled, I will cover them in detail. The two types are based on how you wish to use the hotkey.

AUTOMATIC

This autocast will begin as soon as you activate the hotkey, then immediately release it.

It will stop when it finishes casting, you tap the key again, or you press jump.

You can set any of the four types of keys to autocast this method easily.

It is best to release the key as soon as you see the spell equips (mainly for press and hold). Holding it to long may activate a Controlled cast and cause the spell to stop early.

CONTROLLED

To use this method you need to hold the hotkey through out the cast.

Releasing the key will stop the spell or cast the spell if it is charged and waiting.

This can be tricky to use with various key type combinations on the same key

For example:If you set the x key as a basic hotkey to autocast Oakflesh and the x key is also set as a Press and Hold key to equip a sword. To Control cast you need to tap the x key (activating basic). Then once the spell starts equipping press and hold the x key to control the cast. The sword will not be equipped if the spell is already activated. Then releasing the x key will cast the spell if it is fully charged or stop it from casting if it is not.

One known bug with auto casting is that if you have really high mana and use a really cheap spell Automatic autocast wont finish the spell by itself. You will need to tap the key again, press jump, click the mouse, or use a Controlled cast.

BUILDING YOUR SPELL BOOK (MCM FEATURE)

When you first open the MCM menu you will see an option to build your spell book.

This will add spells to lists for setting up new hotkeys.

When you press it MCM will lock up for a minute while it runs.

When finished spells will be organized by the school of their first effect.

Powers, shouts, and starter spells don't load when you build the list. You have to "manually" add them.

To do this you need to open your Magic Menu and equip the spell. That will add them to the list.

You can go down the line and equip each spell and they will all be added.

I added the option to clear your spell book so that you can manually add only the spells you use to shorten your list.

Also if you get a new spell you can just manually add it instead of rebuilding your spell book every time.

When you rebuild the spell book it only adds new spells but still re-evaluates every spell to see if its in there.

Currently there can only be a maximum of 62 spells per school. Also a maximum of 30 lesser powers and 30 greater powers.

Q: Autocast doesn't always cast?A: The cast delay variable under utilities->setting->custom, needs to be increased. Using a value of 0.4 will fix the issue. This will increase the time from equipping a spell to using it..

Q: Why isn't the Hotkeys illusion spell showing up?A: This may occur when you upgrade from an old version. To fix it you need to find the FormID of the spell then remove and add it.Open your console and type:help hotkeysIn the list that comes up find the HotKeys Spell line. Note the 8 digit figure that comes up, this is the FormID. (It is usually 1200793A).Then type in your console:player.removespell 1200793Athen:player.addspell 1200793AReplace "1200793A" with the FormID you get if it is different.

GLOBAL VARIABLES

To set a global variable:

Open you console with ~Type:Set GlobalVariable to ValueWhere GlobalVariable is replaced by one listed below, and Value is replaced by a number reasonably close to the default.(Note: You may not receive new values when you update, so your "defaults" may be different)

MHP_CastDelay

Default: 0.1This is a delay before you cast a spell and after you equip it. This will fix most autocast problems.Increase if your spells are not attempting to cast.Decrease if you are taking to long before you cast.

MHP_CycleDelay

Defaul: 1.25This is the time after the first spell is cast and the next one begins. This also is the time before you re-equip an item.Increase if your spell doesn't finish casting before you go to the next spell or re-equip.Decrease if you take to long to switch to the next spell or requip.

MHP_PHTime

Default: 0.5This is the time to hold a Press and Hold Key.Increase for longer hold timeDecrease for shorter hold time

MHP_Retry

Default: 3.0This is the time to wait, after equipping an item, to go back and try again.

CUSTOM CONTROL MAPS

This is instructions to modify your controlmap.txt if you do not want to use the one included with the mod.

Find your controlmap.txt file under:

Skyrim/Data/Interface/Controls/pc

Open it up full screen so everything somewhat lines up. Look for the two lines that start with Left Attack/Block and Right Attack/Block.

The 0x70 and 0x94 sets keyboard keys that the mod can trigger to cast. (These are the KANA and CONVERT keys on a japanese keyboard. If you use such a keyboard these keys will be pressed when you autocast)

The "0 1 1" toward the end, tells it to lock the keyboard setting (0) but allows you to change the mouse and controller setting in-game (1).

The 0x10 at the end allows it to read controller, keyboard, and mouse commands (instead of only one at a time).

If you use a controller or you use your mouse to shout you will also need to replace the shout line with this (it will lock your keyboard setting to shout):

Shout 0x90 0xff 0x0200 0 1 1 0x10

FULLY CONFIGURABLE CONTROLLER CONTROL MAP

To use this control map you must have your keyboard to start!

Use you keyboard to open the magic menu (TAB) and use the hotkey spell. From there you can setup all your gamekeys for your controller.

If you get stuck all game functions are mapped to the vanilla keyboard keys.

Also while in menus the controller keys are unchanged and will function as normal. For this reason you will want to turn the Menu GameKeys off under utilities.

INCOMPATIBILITIES

-Wet and Cold needs to be loaded after More HotKeys Please in your load order for MHP to work properly.

-Armed to the Teeth has issues with this mod. While it will work, the "imaginary" items it adds, this mod will pickup and cause issues. You need to bind AttT items to vanilla hotkeys.

-This mod should not be incompatible with most mods. It changes nothing in game and is total independent. BUT it is a very intensive script, and papyrus is given limited resources. If you are getting heavy delays it is likely you have a mod that is overtaking papyrus's resources and bottle necking this mod. Check your log for something that is dumping stacks.

A BIG THANKS TO:

McGuffin -Your help and experience has been vital to this mods development. Please give this guy some kudos.Sjogga - For sharing information to help run my mod more efficiently.Nathanj - For being there from the beginning and the cycling idea.Dmartinkovics - For all the encouragement and sticking with me through tough timesGopher - For bringing attention to an unknown BETA mod.Bethesda - For allowing me to write scriptsSKSE - For allowing me to write better scripts and sharing information.To all my BETA testers who helped me find issues and gave me advise to fix them.

NOTE TO MODDERS

This mod is open source. You are free to use it however you like. Just please give credit where credit is due. Good luck with all the code. BTW the files that do not have a source are dummy files for anyone that saved the game while using BETA.